[MOD] Fall from Heaven

I envy all of you for even getting the game running. I just downloaded the file today, installed to the default directory and patched it to 0.95e, deleted the cache and started a game.

I get a message about an error loading CvEventInterface. I turned on debugging and got this in PythonErr:

Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 13, in ?
File "<string>", line 52, in load_module
File "CvCustomEventManager", line 6, in ?
File "<string>", line 52, in load_module
File "CvEventManager", line 12, in ?
File "<string>", line 52, in load_module
File "CvScreensInterface", line 164, in ?
File "CvPediaMain", line 86, in __init__
File "CvPediaTech", line 29, in __init__
AttributeError
:
CvPediaMain instance has no attribute 'X_PEDIA_PAGE'

ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface

---

Can anyone tell me what this means? The CvEventInterface and CvScreensInterface really are missing, but I have no idea what to do about it! What can I do about the error, and how do I get the game to load?

Please help!
Mre
 
mremre said:
Can anyone tell me what this means? The CvEventInterface and CvScreensInterface really are missing, but I have no idea what to do about it! What can I do about the error, and how do I get the game to load?

Please help!
Mre

Not sure about your particular crash, but have you installed the 1.52 patch for Civ4. This sounds like a problem a mate of mine had... he hadn't patched Civ4. The other thing is the old reliable method of un-installing civ4, and cleaning up any left over civ4 folders then putting a clean install on. Don't worry about this taking time ffh is worth the time spent making sure it works.
 
mremre said:
I envy all of you for even getting the game running. I just downloaded the file today, installed to the default directory and patched it to 0.95e, deleted the cache and started a game.

I get a message about an error loading CvEventInterface. I turned on debugging and got this in PythonErr:

Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 13, in ?
File "<string>", line 52, in load_module
File "CvCustomEventManager", line 6, in ?
File "<string>", line 52, in load_module
File "CvEventManager", line 12, in ?
File "<string>", line 52, in load_module
File "CvScreensInterface", line 164, in ?
File "CvPediaMain", line 86, in __init__
File "CvPediaTech", line 29, in __init__
AttributeError
:
CvPediaMain instance has no attribute 'X_PEDIA_PAGE'

ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface

---

Can anyone tell me what this means? The CvEventInterface and CvScreensInterface really are missing, but I have no idea what to do about it! What can I do about the error, and how do I get the game to load?

Please help!
Mre

Errors like this are usually caused by having files in your Customassets directory. Rename your Customassets directory to Customassets.old and see if that fixes your issue.
 
kzoocauchy said:
Yo, silent lurker and DLer here. Great mod, but I do have a recurring problem, i.e. game crashing. There's a dark elf and a frostling save file in there. The dark elf one should crash as soon as the turn ends; the frostling one has one or two turns to go. If there's no problem for you, then I guess it's my machine, maybe the video settings. Anyhoo, keep up the good work, can't wait for phase I. Although I will miss abusing animal cages without carnivals.

Downloading now, I'll check it out.
 
Chucko said:
Here is another game that crashes at this point no matter what choices I make. The save is right before the crash point. Make any choices with the tech tree, when it goes to the game screen it crashes. View attachment 118431

Downloading now, I'll check it out.
 
@Kael

Thanks - right German is the language I`m playing - can I change that to English very simple or did I have to install the whole game again?

You will probably need to reinstall the mod and make sure when you do that the location is correct (in the mods directory under where civ4 is installed).

I think the issue with foreign language versions is rather simple - the installer assumes that the Firaxis folder is in the "Program Files" folder, but on pc's from non-english speaking countries, that particular folder is not named "program files", but something else(In danish it's simply "Programmer"). So it's important to change "program files" to whatever the name of the programs folder is in ones own language, to get a correct install.
 
Kael, you brilliant modder, you were absolutely right. I deleted my CustomAssets (I play a series of mods now and don't play vanilla Civ4 anymore so I don't need the customization anymore) and it launched up fine!

Maybe you should put a note in the first post for n00bs like me =) "If you are using the CustomAsset folder, please disable it to resolve any conflicts with Fall From Heaven."

Man... this mod is tough. On a small Highlands map, playing chieftain for an intro game and I'm only barely getting by. I'm getting distracted by all the pretty new things I can try. Thanks again!
 
kzoocauchy said:
Yo, silent lurker and DLer here. Great mod, but I do have a recurring problem, i.e. game crashing. There's a dark elf and a frostling save file in there. The dark elf one should crash as soon as the turn ends; the frostling one has one or two turns to go. If there's no problem for you, then I guess it's my machine, maybe the video settings. Anyhoo, keep up the good work, can't wait for phase I. Although I will miss abusing animal cages without carnivals.

As far as I can tell you don't have the patch applied (it gives me an error that it is the incorrect version when I try to load your saves). The first post in this thread has a link to the patch (patch e) that oyu can download and apply.

The patch will invalidate your save games.
 
Chucko said:
Here is another game that crashes at this point no matter what choices I make. The save is right before the crash point. Make any choices with the tech tree, when it goes to the game screen it crashes. View attachment 118431

Shoot, I cant load your saves because you are loading the mod off of the D: drive. I don't have a D drive or I would just copy the mod there and reload.
 
cordas said:
Not sure about your particular crash, but have you installed the 1.52 patch for Civ4. This sounds like a problem a mate of mine had... he hadn't patched Civ4. The other thing is the old reliable method of un-installing civ4, and cleaning up any left over civ4 folders then putting a clean install on. Don't worry about this taking time ffh is worth the time spent making sure it works.


I had that once because I had leftover from a previous download of a cityscreen mod in the mygame/mod folder; once those deleted everything came back to normal
 
Hi All,

First things first this is the greatest mod I've ever played. Hats off to all of you for doing things that I thought were impossible with Civ4! In a humble effort to keep improving it I just wanted to say that:

Rosier the Fallen seems to be able to attack as many times per turn as he wants, as if he had the blitzkreig promotion however no such promotion is listed for him. Is this intentional?
 
Rosier the Fallen seems to be able to attack as many times per turn as he wants, as if he had the blitzkreig promotion however no such promotion is listed for him. Is this intentional?

Does he have Orthus' Axe? Then he automatically gets Blitz abilities.
 
Peregrinus said:
Is there some way to tone down the barbarian activity with this mod? It looks really neat, but every time I start I get insane wave after wave of barbarians which completely ruin the game for me, I can't even send workers out of the cities, much less terrain improvements. I don't mind having the barbarians be a threat, but I'm seeing them at ridiculous levels which prevent me from doing anything other than huddling in my cities until they take them over.

Here are my tips for those nasty beefed up FFH barbs. ( I love em the way they are now :p )

When playing with barbarians try to intercept them before they enter your cultural borders. They are randomly generated all over the world and then walk to your borders in a giant elephant trail (useing the most defensive terrain for their advance unless it is blocked by you). If you place some warriors outside your border on hills, guarding river crossings and wood trails you can see from where the Barbs are comeing and intercept them, and prevent close barb units from spawning.Perfect are places where they can only advance on flat terrain without defense bonus. You can then secure known territory with cheaper scouts and make a further out front line. Also their scout units cannot pillage so if you can only intercept so many of them try to get their warrior untis first.

For single player games you can fine tune some barbarian settings (which turn they come, when they build cities and such) in the C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Fall from Heaven 095\Assets\xml\gameinfo folder (edit the CIV4HandicapInfo). For multiplayer everyone needs the same files so I suggest makeing a backup copy first.
 
Thanks Furin, I had a lot better luck with my last game after the advice from the board, I was able to build more units faster (even though I had no copper for axemen) and placed some units in good defensive terrain to hold off most of the waves, this time I survived the barbarian attack with no problem. If only I could say the same of the dark elves...
 
Kael said:
Shoot, I cant load your saves because you are loading the mod off of the D: drive. I don't have a D drive or I would just copy the mod there and reload.

No worries. I found a work around. If I go to city view before the game screen comes back up and go to a diffent city then esc out I can usually continue. The things you'll do for a good mod!

I do have one question. Does it matter where the mods are loaded? My mods all load under: \My Documents\My Games\Sid Meier's Civilization 4\MODS
 
I've played the last three versions of the mod and I find it to my liking. Great work!
Some things that I am compelled to say:

- The unequal spread of resources is realistic and I don't think it should be changed much, for example: some areas in world are good for farming, some are not. The same should go for resources: some places have prerequisites for bananas, some don't; some worlds' geological activities have developed mithril, some didn't. The logical consequence is that the tech tree should not be dedicated to any single one - the majority of units/buildings should be able to be made even without one of two of them anywhere on the map. For example, there are no stone and iron in the world, but I can (only to some extent, though) create units that require those resources if I have similar ones, such as marble and mithrill.

- Is the gunpowder subtree really that important? I can understand that it goes into your definition of your universe, but I can't get to terms with it. It just isn't fantasy.

- Orc theme music is absolutely sick ! :D It's the race I like the most just because I can't stop listening to it...

- Civs in general have pictures that are not meant for human eyes. Some are okay, some even good, but the others are gross! :sad: I guess those are only placeholder pictures anyway, and will be upgraded when the civs themselves are, but still, was it impossible to put some decent-resolution pics there?

Cheers, V
 
As far as I can tell you don't have the patch applied (it gives me an error that it is the incorrect version when I try to load your saves). The first post in this thread has a link to the patch (patch e) that oyu can download and apply.

The patch will invalidate your save games.

Thanks, I was hoping for an easy solution. Me being dumb in this case.

As for the ongoing barbarian debate, I don't have much of a problem with the current activity levels. It is frustrating when hill giants kill all your scouts... which they tend to do for me. Orthus is a problem if he spawns right on top of your capital. But overall it's a pretty decent setup, especially on a terra map if you can get Baron Halfmorn to the New World before anyone else arrives.

One more question... never mind, it's listed in the version updates.
 
Vedran said:
I've played the last three versions of the mod and I find it to my liking. Great work!
Some things that I am compelled to say:

- The unequal spread of resources is realistic and I don't think it should be changed much, for example: some areas in world are good for farming, some are not. The same should go for resources: some places have prerequisites for bananas, some don't; some worlds' geological activities have developed mithril, some didn't. The logical consequence is that the tech tree should not be dedicated to any single one - the majority of units/buildings should be able to be made even without one of two of them anywhere on the map. For example, there are no stone and iron in the world, but I can (only to some extent, though) create units that require those resources if I have similar ones, such as marble and mithrill.

- Is the gunpowder subtree really that important? I can understand that it goes into your definition of your universe, but I can't get to terms with it. It just isn't fantasy.

I actually did have limited weapons like this but the material that powered it was called Belrite or Blasting Powder and the units that used it (especially the cannoneer guys, didn't look quite so "real world"). So I may rename gunpowder to blasting power and see if I can get C.Roland to "fantasy" the cannon guys to help with this.

- Orc theme music is absolutely sick ! :D It's the race I like the most just because I can't stop listening to it...

- Civs in general have pictures that are not meant for human eyes. Some are okay, some even good, but the others are gross! :sad: I guess those are only placeholder pictures anyway, and will be upgraded when the civs themselves are, but still, was it impossible to put some decent-resolution pics there?

Cheers, V

All of the phase 2 leaderhead art is selected and cropped, none of the version 1 leader art is used and I think you will find that the art is more consistent. Lunargent is even touch up work on the individual pictures to make them look as good as possible.
 
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